Anyone else having problem with motion blur with skeletal meshes when using planar reflections. Motion blur bug with skeletal meshes when using planar reflections - Rendering - Epic Developer Community Forums
[=blessod;541328]
Hi,
Why on 4.12 didnât work gearVR signing?
on 4.11 works fine, packing on 4.12 and get error signing on load app.
Sign file on right placeâŚ
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converting 4.11 project to 4.12 and itâs work.
new 4.12 project no signingâŚ
Major memory leak/bug in 4.12 editor.
I have tracked a memory with the new editor. I found that the âUBlueprintThumbnailRenderer::Drawâ is spawning countless SpawnPreviewActor without deleting them every tick when a blueprint asset is visible in the content browser.
I wanted to give a heads up here as it is causing some crashing on my project. After debugging it more, iâll post it in answerhub.
â****************Update Cause found.
Well the problem is that the Thumbnail previewer has been changed from 4.11 to 4.12. The thumbnail render now spawns via âSpawnPreviewActorâ and then issues an Actor->Destroy() directly afterwards. It does this for every visible blueprint asset over and over depending on its update frequency.
This exposed a weakness in my code for some of my blueprints that have self registering systems. Lets say I register a unit to an array on construction/init that I allocated 2000 spots. Then on its FinishDestroy() routine unregisters. This Editor would crash because the array would finally hit my 2000 allocation limit before the garbage collection cleaned out.
Iâm not sure this is considered a straightforward bug or not. I will fix the weakness in my code from this, but the garbage collection can start collecting alot of thumbnail preview actors which could lag the editor if alot of blueprints are visible in the content browser.
I can see thousands upon thousands of garbage collected actors queuing up. This should be looked at for performance reasons. =)
it is said on trello âskin shading improvementsâ Done 4.12
i cantât really get what was the impovement
[=;541458]
Major memory leak/bug in 4.12 editor.
I have tracked a memory with the new editor. I found that the âUBlueprintThumbnailRenderer::Drawâ is spawning countless SpawnPreviewActor without deleting them every tick when a blueprint asset is visible in the content browser.
I wanted to give a heads up here as it is causing some crashing on my project. After debugging it more, iâll post it in answerhub.
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Not positive, but this sounds a lot like the I submitted recently:
Wasnât caused by the Planar Reflections, something in the editor itself.
I donât know is that a bug or but FULL ENGINE RECOMPILATION EVERY TIME IâVE CHANGED MY CPP PROJECT CODE???
WTF with AActor::GetComponents function? TSet by return value, REALLY? And i need to edit thousands of my source code files to fix that.
Oh, that 2.5 hours compilation, oh God!111 Thanks.
Maybe i would have jumped out the window without my backups. Thanks HDD Vendors for them.
Terrible release, IMHO.
Is anyone getting crash when you try to apply material to a newly created terrain? no text, just crashed window then crash. I tried to use world machine exported terrain file no difference. Instant crash.
Just curiosity:
1)The async compute optimization you did on Xbox (CGN), why is that not available on on dx12?
2)Are you going to update Paragon too now? or how does it work that? you update the game engine only on stable releases or you update it with previews too?
4.12 Reflection Plane - Options for speed?
I havenât installed 4.12 yet but I have a question regarding the new Reflection Plane .
âThese work by rendering the scene again from the direction of the reflection, so thereâs a significant cost to using this .â
Is it then possible to [x]disable features from the 2nd reflection (e.g. foliage, anything heavy that doesnât need to be in the reflection) to make the plane reflection render less costly and thus faster?
If not, could this be a request?
[=;541878]
I havenât installed 4.12 yet but I have a question regarding the new Reflection Plane .
âThese work by rendering the scene again from the direction of the reflection, so thereâs a significant cost to using this .â
Is it then possible to [x]disable features from the 2nd reflection (e.g. foliage, anything heavy that doesnât need to be in the reflection) to make the plane reflection render less costly and thus faster?
If not, could this be a request?
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Check out this thread, from Epic has been answering questions like the ones above. Right now it is not possible to disable anything, but heâs working on improvements for upcoming releases.
[=R4ndom3r;541521]
I donât know is that a bug or but FULL ENGINE RECOMPILATION EVERY TIME IâVE CHANGED MY CPP PROJECT CODE???
WTF with AActor::GetComponents function? TSet by return value, REALLY? And i need to edit thousands of my source code files to fix that.
Oh, that 2.5 hours compilation, oh God!111 Thanks.
Maybe i would have jumped out the window without my backups. Thanks HDD Vendors for them.
Terrible release, IMHO.
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If youâre modifying the engine source, you will need to recompile the engine for the changes to have an effect. That is expected behavior and will occur in all versions of the editor.
If this is happening in your game code, then that is not supposed to happen. If it does please post this to the Bug Reports section of AnswerHub, Epic staff will be able to assist you further. Please include as much information as you can such as a code change example and which class you are modifying, and if this occurs only in your project or also occurs with a new project. Thanks.
[=;541904]
If youâre modifying the engine source, you will need to recompile the engine for the changes to have an effect. That is expected behavior and will occur in all versions of the editor.
If this is happening in your game code, then that is not supposed to happen. If it does please post this to the Bug Reports section of AnswerHub, Epic staff will be able to assist you further. Please include as much information as you can such as a code change example and which class you are modifying, and if this occurs only in your project or also occurs with a new project. Thanks.
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Thanks for reply. Another question. How can i make request?
[=R4ndom3r;541962]
Thanks for reply. Another question. How can i make request?
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Check out the FEEDBACK to Epic forums⌠Should be right off the forum landing pageâŚ
[=;541898]
Check out this thread, from Epic has been answering questions like the ones above. Right now it is not possible to disable anything, but heâs working on improvements for upcoming releases.
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Will do. Cheers.
Is 4.12 fully oculus rift compatible? I have spent the last few days getting everything working in 4.12, and now the packaged game doesnât load first time. It starts to load and disappears. I had this problem with 4.10 github build, but was fixed in 4.11 If i unplug oculus, it works first time, and in htc-vive. Now in 4.12 its back! Any advice or help on this would be appreciated
Couple of questions in regards to the scene import :
- What happens with materials applied to the object(s)?
- If we use Substance in the scene, how does that transfer over?
Has anyone figured out where to put the gameplay debugger category registration / unregistration code? Gameplay modules donât have âStartupModuleâ.
[=iRYO400;540620]
Hey guys!
Can you give tips about âImproved Shadows for Mobileâ
I tried to use Directional Light with Stationary Mobility and played with Cascade Shadow Maps settings, but dynamic shadows didnât appear
When I switched it to Movable, it became work correctly
Is this the right way to use it?
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Does not work me either. Galaxy Note 3. No shadows with stationary light - even in editor with Android preview renderer.
[=Jiri.Dockal;542825]
Does not work me either. Galaxy Note 3. No shadows with stationary light - even in editor with Android preview renderer.
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Try to add r.AllReceiveDynamicCSM=1 to default engine. New shadows work at least on iPad pro but for characters those are unusable because nasty shadow acne.
[=Jenny Gore;542856]
Try to add r.AllReceiveDynamicCSM=1 to default engine. New shadows work at least on iPad pro but for characters those are unusable because nasty shadow acne.
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Thanks. Shadows are now visible from stationary light. However this cvar will force both CSM and static shadows for all primitives right? As stated in 4.12 release notes:
[]
However, you can set r.AllReceiveDynamicCSM=1 to enable both CSM and static shadows for all primitives.
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I do not need static shadows for all primitives. Seems like a bug to me right now.